Celebrim
Legend
Graf said:Good of you to point that out.
Gygax, inventor of DnD, often violated his own rules for a sort of effect that I call Nener-nener. I.e. You think your cool power should stop this, but I've written something even more super cool that makes your cool power lame and stupid.
Now jump through this hoop, or your character dies.
Why do you persist in thinking the worst of people? Gygax violated his own rules because he didn't want to be hidebound to the rules, and being in large part his rules, who had better right to violate them. But even that doesn't express the whole of the truth.
Gygax created exceptions to the norm for the same reason every good 1st edition DM created exceptions to the norm, because in 1st edition D&D after about 12th level or so (and to a certain extent, as soon as 9th), it became near impossible to challenge a group of skilled players. There wasn't really a thing in the monster manual that a party of about 12th level or so couldn't handle. Monsters didn't scale up to infinite levels like in third. Even the elder gods only had 400 hitpoints. By level 15 or so, things had to get down right epic and by 15th level believe me you'd been playing ALOT of AD&D in order to get that far (you could probably play through three or four entire 3rd edition adventure paths in the time it would take you to get 1st edition characters to 10th level.) By that time, it takes abit of rule bending just to keep players on thier toes. By that time, taking away the usual crutches was less like playing 'neener neener' and more like forcing the players to think outside of the normal problem solving rut that they'd gotten into. Taking away a few of the magical crutches made high level D&D play more like the old AD&D sweet spot of 3rd to 8th level.
It was, for a group who came by thier high level parties honestly, in a certain since highly refreshing - if elevating the tension of the game can be called refreshing and I think it can.
i don't really think that the sort of game play passes muster anymore.
Try it. I think you'd be surprised what passes muster. There is a thread going on right now where a bunch of players, almost certainly not 1st edition grognards, enamored with the roleplaying, economic, and political possibilities of - get this - adventuring parties going out into the wilds and borderlands on behalf of a leige lord and carving out thier fiefdoms - as if this was some new and original idea they'd never considered. You can't get more old school than that. I had to smile at the moment that the ridiculous idea of cleaning out a stronghold and making it thier base of operations suddenly stopped seeming quite so ridiculous. Everything "old skool" can and will be new again.
As for RttoEE... I've heard mixed reviews about it and never played it.
Which makes you qualified to judge it how?
MC's a very creative person, but, he does love to periodically nuke PCs powers and/or write impossible dungeons a bit too frequently. (I think one of his published adventures in 2nd ed. wasn’t solvable without errata; parts of the Banewarrens also did this).
When he DM's them, they seem to work out pretty well. Monte is a bit too revel in the old school hack and slash for my taste, but I've every respect for how well he does what he does.
He's also posted a lot of articles saying it's a bad thing to negate character’s powers.
In general, I'd agree. It's very easy to over do, but there are times when you want to - need to - write, "The Wonderous Widget of Extreme Signifigance is immune to any attack short of divine wrath." or "The Iron Box of Baba Yaga cannot be opened or penetrated by any means except by the finger bone in room 23b." If it makes you feel better, you can write, "The Wonderous Widget of Extreme Significance has hardness 80, SR 80, 400 hit points, etc. etc.", but that's the same thing with more words and numbers. Why waste space?
Which does he mean?
When a budding writer is told, "Avoid the passive voice. Show, don't tell. Don't end a sentence with a preposition. Don't use sentence fragments. Avoid run on sentences. Don't begin your story with, "It was a dark and stormy night..."", and so forth, the writer is being given good advice. But when Faulkner, Poe, Hemingway, Shakespeare, or some such break the rules, they generally have a good reason for doing so.
Where does this special, non-magical, non-corporeal, cold creature live?
Since you insist on an answer, on the prime. Nothing prevents a non-corporeal energy creature from existing on the prime. Nothing prevents a creature from being unseen, but not being invisible. 'See Invisible' doesn't let a player see the air, or things to small to see, or heat, or the absence of it.
I do think that this sort of if-I-say-something-random-that-totally-violates-the-game-rules-it’s-ok-because-I’m-the-design-writer-and-I-want-to-do-it is an example of weak design.
You have a bizarre notion of what violates the rules. Unless something is specifically forbidden by the rules, it is permitted (and certainly permitted to the DM). Do you insist that air violates the rules? Its unseen. It's not ethereal. It's not however 'invisible'. It can, as everything else in the D&D universe, including nothing (see vacuum para-elemental) be alive. Yet it doesn't require the invention of a new parallel plane to contain it, and even if it did, nothing in the rules prevents a DM from inventing new parallel planes. It's not up to the player to tell the DM how the cosmos works, and the DM is under no obligation to explain to the player how the cosmos works unless the character has sufficient knowledge and experience to understand it.
You do realize that every single thing in the game, every single rule, every single cosmological feature, every single creature, every standard and conventional thing in the game was at some point the completely new and original and often unprecedented invention of some DM?